<a href="https://fetsorn.itch.io/city-limits" rel="nofollow">https://fetsorn.itch.io/city-limits</a> # City Limits A storytelling game where we explore a real city and have rules that guide the story.&nbsp; The world follows real rules. But you discover that you were limiting yourself, not the world. # What happens Each of us creates a character — name, profession, backstory — right during the game. Two important mechanics: a goal and a line of development. A goal is a short-term desire, like "Buy a car", something the world can reward you with. A line of development is any five stages of growth. Sometimes it's alcoholism from "Drunk" to "Recovering" to "Healthy" to "Sportsman" to "Yoga Guru". Other times it's psychological, like "Rage spikes" to "Angry" to "Irritable" to "Calm" to "Serene". Or professional, like going from a factory worker to entering IT. The facilitator gives challenges to players. If one of the players is an Alcoholic, the facilitator could say that they meet an old friend who invites them to a bar. If they manage not to drink, they are rewarded — the friend gives them a good deal on a car. If they fail to move towards development, they get further from the goal. Some sessions don't see any development at all and we just play out stories that come to us. But when we need direction, we use these mechanics. # What the world is like We pick a real city — your own city, or a city in a culture you want to explore. We use maps, street view, and wikipedia. The setting is always real, never fantasy. The world is kind. Whatever players attempt, we find a way to go there. A person smiles at them and pays attention, doors open. But the boundary is our understanding of what is physically and socially possible — as opposed to your understanding of what is possible "for you." Players expect that there is some barrier — that probably they couldn't find an apartment to rent at that price, or that probably it is hard to win an argument. But the part of their brain that is not used often because of obstacles in life — turns on. # What it does to you Players say they were immersed, that they want more, that they miss it, that it makes their brains nimble. They discuss city architecture with colleagues and become more active in their community. They drive around the city and see their false memories from the game. They look at houses we played about and think they see people from the game on the street. The game is finished at the end of each session — it already changed the players and the city as we know it. # No dice, no numbers There are no dice and no numbers. This requires minimal effort — just coming to the online call and going along with the world. The facilitator brings social and communicative skills and understanding of storytelling that removes conflicts and guides the story forward, seeding moments of tension and resolution, anticipation and callback. Players sometimes take turns as facilitator. Whoever knows the city best is the facilitator for the session. # For whom This is for someone who has spare wisdom and creativity to change the world, and wants an outlet harder than dreams, but easier than volunteering in a dog shelter or going to politics. A player who likes battle and numbers and dice would not enjoy this. We are purely narrative driven.&nbsp;